Codex Ranger (3.5e Class)
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A variant of the ranger class with a little more bite. 1 Prepared Divine Spellcasting Minor
This is a remake of the ranger class using many element from the pathfinder's own ranger as well as other source of inspiration. A codex ranger is extremely capable in combat while also being versatile, they however fill the same niche as the original ranger; being very very good at killing specific things.
Making a Ranger
Abilities: Ranger need good constitution, dexterity, wisdom and cannot really afford to be neglectful of strength and intelligence. As a result they are pretty MAD but you probably have a homefix for that.
Races: Any race may become a ranger, but race with high dexterity and wisdom tend to go for ranger more than other.
Starting Gold: As base ranger.
Starting Age: Moderate
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+2||+2||1st Favored Enemy, Track, Wild Empathy||—||—||—||—|
|2nd||+2||+3||+3||+3||Combat Style, Endurance||—||—||—||—|
|3rd||+3||+3||+3||+3||1st Favorite Terrain, Combat Style, Independent Crafter||—||—||—||—|
|4th||+4||+4||+4||+4||Animal Companion, Hunt||0||—||—||—|
|5th||+5||+4||+4||+4||2nd Favored Enemy, Secondary Combat Style||1||—||—||—|
|7th||+7/+2||+5||+5||+5||Acclimated, Woodland Stride||1||0||—||—|
|8th||+8/+3||+6||+6||+6||2nd Favorite Terrain, Swift Tracker||2||1||—||—|
|9th||+9/+4||+6||+6||+6||Evasion, Secondary Combat Style||2||1||—||—|
|10th||+10/+5||+7||+7||+7||3rd Favored Enemy, Combat Style||2||1||0||—|
|12th||+12/+7/+2||+8||+8||+8||Camouflage, Death Attack||3||2||1||—|
|13th||+13/+8/+3||+8||+8||+8||3rd Favorite Terrain||3||2||1||0|
|15th||+15/+10/+5||+9||+9||+9||4th Favored Enemy||4||3||2||1|
|17th||+17/+12/+7/+2||+10||+10||+10||Hide in Plain Sight, Secondary Combat Style||5||4||3||2|
|18th||+18/+13/+8/+3||+11||+11||+11||4th Favorite Terrain, Combat Style||5||4||3||2|
|20th||+20/+15/+10/+5||+12||+12||+12||5th Favored Enemy, Dread Hunter||5||5||4||3|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields) as well as any light or heavy armor made of fur or hide.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Listen, Sense Motive, Spot, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 3rd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected combat style, even if she does not have the normal prerequisites. She however must still need to meet any base attack bonus or feat prerequisites.
If the ranger selects archery, she can choose from the following list whenever she gains a combat style feat: Distracting Barrage, Enlarged Mounted Archery, Improved Mounted Archery, Manyshot, Rapid Shot, Point Blank Shot, Precise Shot, Weapon Focus or Weapon Specialization. Any feat which count as one of of such feat or work as a replacement is also a valid choice.
If the ranger selects Two-Weapon Fighting, she can choose from the following list whenever she gains a combat style feat: Improved Shield Bash, Quick Draw, Improved Disarm, Improved Feint, Improved Initiative, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Wall, Weapon Finesse, Weapon Focus or Weapon Specialization. Any feat which count as one of of such feat or work as a replacement is also a valid choice.
Favorite Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and knowledge (geography), spot, listen, move silently, hide and survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Additionally selecting a particular terrain also grant a specialized bonus, the bonus may be used even outside the range'er favorite terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
|Cold||You don't take any penalties from walking on ice or other slippery substance (like the grease spell)|
|Desert||You become immune to fatigue, effect that would make you exhausted make you fatigued instead.|
|Forest||You do not suffer the -10 penalty to Move Silently or Hide for moving at your full normal speed.|
|Jungle||You may move at full movement while using the Tumble or Balance skill without suffering a penalty or increasing the DC of your check.|
|Mountain||Gain a climb speed equal to one quarter of base land speed (rounded up)|
|Plains||+10 bonus to base land speed.|
|Planes (pick one, other than Material Plane)||Constantly under the effect of avoid planar effectPH for the chosen plane only.|
|Swamp||Gain a +4 bonus on all fortitude saving throw against disease and poison.|
|Underground||Gain darkvision up to 60 feet; or improve current darkvision by 30 feet.|
|Urban||Gain the urban tracking ability and may use Wisdom instead of Charisma on Bluff and Gather Information Checks.|
|Water||You gain a swim speed equal to one half of your base land speed (rounded up)|
Independent Crafter: A 3rd level ranger know how to be independent, she often need to make her own gears and her own traps. She may use survival instead of any craft check to build alchemical items, armors, traps and weapons while in her favorite terrain. Additionally she receive the Mundane Crafter (Craft Magic Arms and Armor) feat as a bonus, counting her caster level as if it was equal to her ranger level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, the ranger’s effective druid level is equal to his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce her effective druid level below 1st.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare her spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if she has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells he would be entitled to based on her Wisdom score for that spell level.
A ranger prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that she can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Hunt: At 4th level a ranger gain the ability to select a quarry as a swift action you, the quarry must be within line of sight of the ranger in order to be eligible. The ranger gain a +2 bonus on hide, listen, spot and move silently when used against her quarry. If the quarry is one of the ranger's favorite enemy it also take 1d4 extra damage per favored enemy point (the bonus to attack and damage granted by favored enemy against the quarry's type) with all successful attack granted by base attack bonus. Her quarry is also under the constant status effect until slain or abandoned or if the quarry, the quarry is allowed a will save to negate the status when initially selected as quarry. If a creature spend at least 1 minute out of the ranger's line of sight it cease to be a quarry and is effectively lost. A ranger may not select another quarry until her current quarry is dead, lost, unconscious or she abandoned it as a standard action.
At 11th the ranger also gain the benefit of the DarkstalkerLoM feat against her quarry, additionally she can deal precision damage at any ranger against her quarried enemy.
At 19th level any attacks made against the quarry is a critical threat.
Secondary Combat Style: At 5th level and each 4 level afterward a ranger select a secondary combat style. The ranger's expertise manifests in the form of bonus feats at 5th, 9th, 13th, and 17th level. She can choose feats from her selected secondary combat style, even if she does not have the normal prerequisites.
If the ranger selects brawler, she can choose from the following list whenever she gains a combat style feat: Pugilist, Keen Strike-CE, Special Combo, Improved Grapple, Snap KickToB, Weapon Focus (Unarmed Strike).
Acclimated: A 7th level ranger is always under the effect of the endure elements effect while in her favorite terrain.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Camouflage (Ex): A ranger of 12th level or higher can use the hide skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the hide skill even while being observed.
Dread Hunter: A 20th level ranger is a fearsome hunter of epic skill, whenever she hit one of her favored enemy it must make a fortitude save (DC is dexterity or wisdom based) or be nauseated or Staggered (ranger's choice) for 1 round and then sickened for one minute. If the save succeed the creature is simply sickened for 3 round and is immune to the effect of dread hunter for an hour.
|Article Balance||High +|
|Base Attack Bonus Progression||Good +|
|Class Ability||Prepared Divine Spellcasting +|
|Class Ability Progression||Minor +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Reflex Save Progression||Good +|
|Skill||Balance +, Bluff +, Climb +, Concentration +, Craft +, Escape Artist +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spot +, Survival +, Swim +, Tumble + and Use Rope +|
|Skill Points||6 +|
|Summary||A variant of the ranger class with a little more bite. +|
|Title||Codex Ranger +|
|Will Save Progression||Good +|